tank overuse?

Discussion in 'Monday Night Combat PC Feedback and Issues' started by Dragon-Guard, April 9, 2011.

  1. Overgear

    Overgear New Member

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    Assassin only really has 2 main endorsements anyway but thats not what we were talking about.

    I feel the tank charge is just wrong. Huge damage, high knockback and a dizziness stun.
    It takes ages to stand up after it, even worse if you get knocked into a wall. You die from a fraction of jetgun exposure after and assaults have no chance of jetpacking back to the stage as the stun only wears off the second you hit the ring out box.

    Huge as heck hitbox aswell.
  2. DelBoy

    DelBoy New Member

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    It all comes down to the same reason why the shotgun can seem OP: just don't end up close to the guy constantly.
  3. DeadStretch

    DeadStretch Post Master General

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    As a Tank player myself if an Assault jumps and flies at the right moment he will not be knocked back therefor will not be stunned either.
  4. Revolution_Jones

    Revolution_Jones New Member

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    The problem with this is that the Tank hunts. It's not like he sees you and goes "Eh, someone else will take care of it". If he can't hit you with the jet charge, he'll close a hell of a gap. Probably close enough that his Jet Gun can hit you. And if you can't get out of the way (and sometimes you simply can't. No Jump pads, not near base) you're fried. But it comes with the game, I guess.


    Probably true, but that's one class. And besides a SB Sin, I don't think anyone jumps as high as the Assault. So that means a lot of people are suffering because of that huge hit box.
  5. DeadStretch

    DeadStretch Post Master General

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    Also a perfectly timed grapple will stop the Tank dead in his tracks, or any charge for that matter.
  6. zodiark1234

    zodiark1234 New Member

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    I personally love it when some stupid Tank charges right through my Shurikans. It makes Corndog killing so much easier, and if it ever gets close, Lunge is perfect to widen the gap a bit.

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